UIView subview being placed in unexpected position (Swift 4) - swift

I am attempting to add 4 UIView subviews to a UIImageView. These subviews are to act as nodes where a user can tap them and connect to other nodes. For example, they should look
like this. Instead, they are looking like this.
My code for calculating the node positions is as follows:
func initializeConnectionNodes() {
let imageCenter = self.imageView.center
let xOffset = self.imageView.bounds.width/2 //distance from origin x-wise
let yOffset = self.imageView.bounds.height/2 //distance from origin y-wise
self.leftConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: imageCenter.x - xOffset, y: imageCenter.y))
self.rightConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: imageCenter.x + xOffset, y: imageCenter.y))
self.topConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: imageCenter.x, y: imageCenter.y + yOffset))
self.bottomConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: imageCenter.x, y: imageCenter.y - yOffset))
self.imageView.addSubview(self.leftConnectionNode!)
self.imageView.addSubview(self.rightConnectionNode!)
self.imageView.addSubview(self.topConnectionNode!)
self.imageView.addSubview(self.bottomConnectionNode!)
}
My code for initialization of the UIView class is as follows:
class ConnectionNodeView: UIView {
var connectionPoint: CGPoint
fileprivate var circleLayer: CAShapeLayer?
init(connectionPoint: CGPoint) {
self.connectionPoint = connectionPoint
super.init(frame: CGRect(x: connectionPoint.x, y: connectionPoint.y, width: 0, height: 0))
let circlePath = UIBezierPath(arcCenter: connectionPoint, radius: CGFloat(8), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
self.circleLayer = CAShapeLayer()
self.circleLayer?.path = circlePath.cgPath
self.circleLayer?.fillColor = UIColor.yellow.cgColor
self.circleLayer?.strokeColor = UIColor.yellow.cgColor
self.circleLayer?.lineWidth = 3.0
self.layer.addSublayer(circleLayer!)
}
It is interesting to note that if I just add the CAShapeLayer as a sublayer to my UIImageView, it looks like it should. However, I need to implement it as a UIView so that I can use gesture recognizers easily. I found a dirty way of fixing it by dividing the coordinates by 100 in the initializer like this:
super.init(frame: CGRect(x: connectionPoint.x/100, y: connectionPoint.y/100, width: 0, height: 0))
However, I would rather do it correctly. What am I missing here? Thank you for your help.

You’re adding the views to your image view, but the imageCenter point is given according to the superview of the image view.
Replace the beginning of the initializeConnectionNodes function with the following:
let xCenter = imageView.bounds.width / 2
let yCenter = imageView.bounds.height / 2
leftConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: 0, y: yCenter))
rightConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: imageView.bounds.width, y: yCenter))
topConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: xCenter, y: 0))
bottomConnectionNode = ConnectionNodeView(connectionPoint: CGPoint(x: xCenter, y: imageView.bounds.height))
Also, you should replace the arc center of circlePath in your ConnectionNodeView subclass with CGPoint.zero, since it works with the coordinate system of the node view itself:
let circlePath = UIBezierPath(arcCenter: .zero, radius: 8, startAngle: 0, endAngle:CGFloat(Double.pi * 2), clockwise: true)

Related

How to make a CAshapeLayer fit into a button?

I tried to create a function inside a custom UIButton class to add a shape to an existing button.
func drawStartButton(){
let shape = CAShapeLayer()
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 500, y: 0))
path.addLine(to: CGPoint(x: 500, y: -100))
path.addLine(to: CGPoint(x: 250, y: -50))
path.addLine(to: CGPoint(x: 0, y: -100))
path.addLine(to: CGPoint(x: 0, y: 0))
path.close()
shape.path = path.cgPath
shape.fillColor = redColor.cgColor
shape.frame = self.bounds
self.layer.addSublayer(shape)
}
So far no problem... BUT when i add the layer to the button, the layer is to big of course! How can i "autoresize" the layer to its button? I did expect something like
shape.frame = self.bounds
... but the path still keeps the same size as without the self.bounds.
Your best bet is to subclass the button and then layout your layer in layoutSubviews which gets called when your surrounding frame changes.
final class StartButton: UIButton {
private let shapeLayer = CAShapeLayer()
override func layoutSubviews() {
super.layoutSubviews()
shapeLayer.frame = bounds
}
}
But I'm noticing that you are dictating a giant shape in terms of your CGPoints. You might have to subclass the layer, too, and redraw based on your bounds in layoutSublayers.
class CustomShapeCAshapeLayer: CAShapeLayer {
func shapeButton(width: CGFloat, height: CGFloat){
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: width, y: 0))
path.addLine(to: CGPoint(x: width, y: height + 30))
path.addLine(to: CGPoint(x: width/2, y: height))
path.addLine(to: CGPoint(x: 0, y: height + 30))
path.addLine(to: CGPoint(x: 0, y: 0))
path.close()
self.fillColor = redColor.cgColor
self.path = path.cgPath
}
}
main:
let layer = CustomShapeCAshapeLayer()
layer.shapeButton(width: startGameButton.frame.width, height: startGameButton.frame.height)
startGameButton.layer.addSublayer(layer)

Swift - After adding a custom Curve extension, it does not render programmatically created views, only views created with Interface Builder

I have an extension to curve the bottom edge of views since this styling is used on multiple screens in the app I am trying to create.
However, I have noticed I can only make it work with views that I have added trough interface builder. If I try to apply it on view created programmatically they do not render.
I have created a simple example to illustrate the problem. The main storyboard contains two viewControllers with a single colored view in the middle: one created with Interface Builder while the other programmatically.
In StoryboardVC, the view with the curve is rendered correctly without any problem. The setBottomCurve() method is used to create the curve.
If you compare this to setting the entry point to ProgrammaticVC, running the app you can see a plain white screen. Comment this line out to see the view appear again.
This is the extension used:
extension UIView {
func setBottomCurve(curve: CGFloat = 40.0){
self.frame = self.bounds
let rect = self.bounds
let y:CGFloat = rect.size.height - curve
let curveTo:CGFloat = rect.size.height
let myBezier = UIBezierPath()
myBezier.move(to: CGPoint(x: 0, y: y))
myBezier.addQuadCurve(to: CGPoint(x: rect.width, y: y), controlPoint: CGPoint(x: rect.width / 2, y: curveTo))
myBezier.addLine(to: CGPoint(x: rect.width, y: 0))
myBezier.addLine(to: CGPoint(x: 0, y: 0))
myBezier.close()
let maskForPath = CAShapeLayer()
maskForPath.path = myBezier.cgPath
layer.mask = maskForPath
}
}
I expect ProgrammaticVC to look identical to StoryboardVC (except for the difference in color)
The example project can be found here:
https://github.com/belamatedotdotipa/CurveTest2
I suggest to create a subclass instead of using an extension, this is a specific behaviour.
In this case you cannot see the result expected, when you are adding the view programmatically, because in the viewDidLoad you don't have the frame of your view, in this example you can use the draw function:
class BottomCurveView: UIView {
#IBInspectable var curve: CGFloat = 40.0 {
didSet {
setNeedsLayout()
}
}
override func draw(_ rect: CGRect) {
setBottomCurve()
}
private func setBottomCurve() {
let rect = bounds
let y: CGFloat = rect.size.height - curve
let curveTo: CGFloat = rect.size.height
let myBezier = UIBezierPath()
myBezier.move(to: CGPoint(x: 0, y: y))
myBezier.addQuadCurve(to: CGPoint(x: rect.width, y: y), controlPoint: CGPoint(x: rect.width / 2, y: curveTo))
myBezier.addLine(to: CGPoint(x: rect.width, y: 0))
myBezier.addLine(to: CGPoint(x: 0, y: 0))
myBezier.close()
let maskForPath = CAShapeLayer()
maskForPath.path = myBezier.cgPath
layer.mask = maskForPath
}
}

How to cut edges of a uiview in swift

I attached the View image. I want to achieve the small cut in bottom between the buy button and above flight information view.
I think the easiest way would be to create 2 circles as plain UIView instances and set their center as the left and right edges of the parent view respectively.
Since you set clipsToBounds to true, they will be clipped and only half of them will be visible on the screen.
public class TestView: UIView {
private let leftCircle = UIView(frame: .zero)
private let rightCircle = UIView(frame: .zero)
public var circleY: CGFloat = 0
public var circleRadius: CGFloat = 0
public override init(frame: CGRect) {
super.init(frame: frame)
clipsToBounds = true
addSubview(leftCircle)
addSubview(rightCircle)
}
public override func layoutSubviews() {
super.layoutSubviews()
leftCircle.frame = CGRect(x: -circleRadius, y: circleY,
width: circleRadius * 2 , height: circleRadius * 2)
leftCircle.layer.masksToBounds = true
leftCircle.layer.cornerRadius = circleRadius
rightCircle.frame = CGRect(x: bounds.width - circleRadius, y: circleY,
width: circleRadius * 2 , height: circleRadius * 2)
rightCircle.layer.masksToBounds = true
rightCircle.layer.cornerRadius = circleRadius
}
}
I've created a sample project demonstrating that. Here is how it looks in my simulator (iPhone SE 11.2):
I had to do this with shadows. I tried creating a layer and subtracting another layer from it using evenOdd fillRule, however that didn't work since I need a specific path for shadows and evenOdd applies to the filling in the path instead.
In the end I just created the path manually
func setShadowPath() {
let path = UIBezierPath()
path.move(to: bounds.origin)
path.addLine(to: CGPoint(x: cutoutView.frame.minX, y: bounds.minY))
path.addArc(withCenter: CGPoint(x: cutoutView.frame.midX, y: bounds.minY),
radius: cutoutView.bounds.width/2, startAngle: .pi, endAngle: 0, clockwise: false)
path.addLine(to: CGPoint(x: bounds.maxX, y: bounds.minY))
path.addLine(to: CGPoint(x: bounds.maxX, y: bounds.maxY))
path.addLine(to: CGPoint(x: bounds.minX, y: bounds.maxY))
path.close()
layer.shadowPath = path.cgPath
}
I created a "cutoutView" in my xib so I could trace around it easily.
That makes the shadow the correct shape, and then in order to create the cut itself I just created a layer using that same path
func setupBackground() {
let backgroundLayer = CAShapeLayer()
backgroundLayer.path = layer.shadowPath
backgroundLayer.fillColor = UIColor.white.cgColor
layer.insertSublayer(backgroundLayer, at: 0)
}

CATransform3DRotate applied to layer doesnt work

Could you please advice why CATransform3DRotate doesnt work for layer in my case, its blue layer on the image.
I have custom view, where I draw nature view, I want to animate changing the moon phase that will be done inside the white circle layer as its mask. I suppose that it is good idea to apply here 3DRotation, but for some reason it doesn't work even without animation, could be please advice what I am doing wrong?
func drawMoonPhase(inRect rect:CGRect, inContext context: CGContext) {
let moonShape = UIBezierPath(ovalIn: rect)
moonShape.lineWidth = 4.0
UIColor.white.setStroke()
moonShape.stroke()
moonShape.close()
let moonLayer = CAShapeLayer()
moonLayer.path = moonShape.cgPath
moonLayer.opacity = 0
self.layer.addSublayer(moonLayer)
let circlePath = UIBezierPath(ovalIn: rect)
UIColor.blue.setFill()
circlePath.fill()
circlePath.close()
let circleShape = CAShapeLayer()
circleShape.path = circlePath.cgPath
circleShape.opacity = 0
var transform = CATransform3DIdentity
transform.m34 = -1 / 500.0
transform = CATransform3DRotate(transform, (CGFloat(Double.pi * 0.3)), 0, 1, 0)
circleShape.transform = transform
moonLayer.mask = circleShape
}
Thanks in advance
EDIT:
Maybe I want clear , the effect i want is the below:
The transform occurs around the layer's anchor point that by default is in the center. Therefore what it is happening there is that the shape rotates around itself causing no visible result. :)
what you should do in this layout of layer is to use cos and sin math functions in order to determine the x and y position of your moon.
Let me know if you need more insights I will be happy to help.
also, please note that you don't need 2 shapeLayers in order to have the blue moon with the white stroke. CAShapeLayer has properties for both fill and stroke so you can simplify your code.
Based on the new info here is my new answer:
I was not able to get a nice effect by using the transform, so I decided to write the mask manually. this is the result:
/**
Draw a mask based on the moon phase progress.
- parameter rect: The rect where the mon will be drawn
- parameter progress: The progress of the moon phase. This value must be between 0 and 1
*/
func moonMask(in rect: CGRect, forProgress progress: CGFloat)->CALayer {
let path = CGMutablePath()
let center = CGPoint(x: rect.midX, y: rect.midY)
path.move(to: CGPoint(x: rect.midX, y: 0))
let relativeProgress = (max(min(progress, 1), 0) - 0.5) * 2
let radius = rect.width/2
let tgX = rect.midX+(relativeProgress * (radius*4/3))
path.addCurve(to: CGPoint(x: rect.midX, y: rect.maxY), control1: CGPoint(x: tgX, y: 0), control2: CGPoint(x: tgX, y: rect.maxY))
path.addArc(center: center, radius: rect.width/2, startAngle: .pi/2, endAngle: .pi*3/2, clockwise: false)
//path.closeSubpath()
let mask = CAShapeLayer()
mask.path = path
mask.fillColor = UIColor.black.cgColor
return mask
}
The function above draws a shapelier that can be used as mask for your moonLayer. This layer will be drawnin relation to a progress parameter that you will pass in the function where 1 is full moon and 0 is new moon.
You can put everything together to have the desired effect, and you can extract the path creation code to make a nice animation if you want.
This should answer your question I hope.
To quick test I wrote this playground:
import UIKit
let rect = CGRect(origin: .zero, size: CGSize(width: 200, height: 200))
let view = UIView(frame: rect)
view.backgroundColor = .black
let layer = view.layer
/**
Draw a mask based on the moon phase progress.
- parameter rect: The rect where the mon will be drawn
- parameter progress: The progress of the moon phase. This value must be between 0 and 1
*/
func moonMask(in rect: CGRect, forProgress progress: CGFloat)->CALayer {
let path = CGMutablePath()
let center = CGPoint(x: rect.midX, y: rect.midY)
path.move(to: CGPoint(x: rect.midX, y: 0))
let relativeProgress = (max(min(progress, 1), 0) - 0.5) * 2
let radius = rect.width/2
let tgX = rect.midX+(relativeProgress * (radius*4/3))
path.addCurve(to: CGPoint(x: rect.midX, y: rect.maxY), control1: CGPoint(x: tgX, y: 0), control2: CGPoint(x: tgX, y: rect.maxY))
path.addArc(center: center, radius: rect.width/2, startAngle: .pi/2, endAngle: .pi*3/2, clockwise: false)
//path.closeSubpath()
let mask = CAShapeLayer()
mask.path = path
mask.fillColor = UIColor.white.cgColor
return mask
}
let moonLayer = CAShapeLayer()
moonLayer.path = UIBezierPath(ovalIn: rect).cgPath
moonLayer.fillColor = UIColor.clear.cgColor
moonLayer.strokeColor = UIColor.white.cgColor
moonLayer.lineWidth = 2
moonLayer.shadowColor = UIColor.white.cgColor
moonLayer.shadowOpacity = 1
moonLayer.shadowRadius = 10
moonLayer.shadowPath = moonLayer.path
moonLayer.shadowOffset = .zero
layer.addSublayer(moonLayer)
let moonPhase = moonMask(in: rect, forProgress: 0.3)
moonPhase.shadowColor = UIColor.white.cgColor
moonPhase.shadowOpacity = 1
moonPhase.shadowRadius = 10
moonPhase.shadowPath = moonLayer.path
moonPhase.shadowOffset = .zero
layer.addSublayer(moonPhase)
view

Swift draw shadow to a uibezier path

I have a strange question. Even though I did read a lot of tutorials on how to do this, the final result only shows the bezier line, not any shadow whatsoever. My code is pretty simple :
let borderLine = UIBezierPath()
borderLine.moveToPoint(CGPoint(x:0, y: y! - 1))
borderLine.addLineToPoint(CGPoint(x: x!, y: y! - 1))
borderLine.lineWidth = 2
UIColor.blackColor().setStroke()
borderLine.stroke()
let shadowLayer = CAShapeLayer()
shadowLayer.shadowOpacity = 1
shadowLayer.shadowOffset = CGSize(width: 0,height: 1)
shadowLayer.shadowColor = UIColor.redColor().CGColor
shadowLayer.shadowRadius = 1
shadowLayer.masksToBounds = false
shadowLayer.shadowPath = borderLine.CGPath
self.layer.addSublayer(shadowLayer)
What am I doing wrong as I dont seem to see anything wrong but of course I am wrong since no shadow appears. The function is drawRect, basic UIVIew no extra anything in there, x and y are the width and height of the frame. Many thanks in advance!
I take this example straight from my PaintCode-app. Hope this helps.
//// General Declarations
let context = UIGraphicsGetCurrentContext()
//// Shadow Declarations
let shadow = UIColor.blackColor()
let shadowOffset = CGSizeMake(3.1, 3.1)
let shadowBlurRadius: CGFloat = 5
//// Bezier 2 Drawing
var bezier2Path = UIBezierPath()
bezier2Path.moveToPoint(CGPointMake(30.5, 90.5))
bezier2Path.addLineToPoint(CGPointMake(115.5, 90.5))
CGContextSaveGState(context)
CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius, (shadow as UIColor).CGColor)
UIColor.blackColor().setStroke()
bezier2Path.lineWidth = 1
bezier2Path.stroke()
CGContextRestoreGState(context)
I prefer the way to add a shadow-sublayer. You can easily use the following function (Swift 3.0):
func createShadowLayer() -> CALayer {
let shadowLayer = CALayer()
shadowLayer.shadowColor = UIColor.red.cgColor
shadowLayer.shadowOffset = CGSize.zero
shadowLayer.shadowRadius = 5.0
shadowLayer.shadowOpacity = 0.8
shadowLayer.backgroundColor = UIColor.clear.cgColor
return shadowLayer
}
And finally, you just add it to your line path (CAShapeLayer):
let line = CAShapeLayer()
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 50, y: 100))
path.addLine(to: CGPoint(x: 100, y: 50))
line.path = path.cgPath
line.strokeColor = UIColor.blue.cgColor
line.fillColor = UIColor.clear.cgColor
line.lineWidth = 2.0
view.layer.addSublayer(line)
let shadowSubLayer = createShadowLayer()
shadowSubLayer.insertSublayer(line, at: 0)
view.layer.addSublayer(shadowSubLayer)
I am using the shadow properties of my shape layer to add shadow to it. The best part of this approach is that I don't have to provide a path explicitly. The shadow follows the path of the layer. I am also animating the layer by changing path. In that case too the shadow animates seamlessly without a single line of code.
Here is what I am doing (Swift 4.2)
shapeLayer.path = curveShapePath(postion: initialPosition)
shapeLayer.strokeColor = UIColor.clear.cgColor
shapeLayer.fillColor = shapeBackgroundColor
self.layer.addSublayer(shapeLayer)
if shadow {
shapeLayer.shadowRadius = 5.0
shapeLayer.shadowColor = UIColor.gray.cgColor
shapeLayer.shadowOpacity = 0.8
}
The curveShapePath method is the one that returns the path and is defined as follows:
func curveShapePath(postion: CGFloat) -> CGPath {
let height: CGFloat = 37.0
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0)) // start top left
path.addLine(to: CGPoint(x: (postion - height * 2), y: 0)) // the beginning of the trough
// first curve down
path.addCurve(to: CGPoint(x: postion, y: height),
controlPoint1: CGPoint(x: (postion - 30), y: 0), controlPoint2: CGPoint(x: postion - 35, y: height))
// second curve up
path.addCurve(to: CGPoint(x: (postion + height * 2), y: 0),
controlPoint1: CGPoint(x: postion + 35, y: height), controlPoint2: CGPoint(x: (postion + 30), y: 0))
// complete the rect
path.addLine(to: CGPoint(x: self.frame.width, y: 0))
path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.close()
return path.cgPath
}